Where does your race tend to live and why? Unless you are trying to Min/Max or are going for a very specifically build, the core races are good. Benefit: Members of this race gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. Modifiers: : Pick either mental or physical ability scores. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result. I wouldn't allow my players to make their own races, the points are unbalanced. Most races have a mix of those things. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end. Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. However, it is much like magic item creation and monster creation, the process is more of an art. Mehangel. Pathfinder RPG Ability Score Calculator Low Fantasy: 10 Standard Fantasy: 15 High Fantasy: 20 Epic Fantasy: 25 Other Select Race: Choose Dwarf Elf Gnome Half-elf Half-orc Halfing Human Other For groups with mixed power levels, average the RP and round the result to the nearest multiple of 10. Race points can be kinda arbitrary. Special: This trait can be taken up to two times. Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! Benefit: Members of this race gain a +4 racial bonus on Stealth checks. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. However, I'd add that the values are pretty random, and even for comparison they are of minimal value. | Swords and Wizardry SRD Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –4 penalty to any other ability score. All members of this race gain this feat as a bonus feat at 1st level. Weakness: Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). Benefit: Members of this race have a natural ability to sniff out carrion. There comes a point in nearly every campaign when someone—either one of the players or the GM—wants to create a new race. Everyone starts out with 30 points. Benefit: Perception and Stealth are always class skills for members of this race. Benefit: Members of this race reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. Special: The number of legs can be increased by 2 for each additional 1 RP spent. Animals’ starting attitude toward members of this race is one step worse than normal. | PF2 SRD. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Benefit: In campaigns that use the optional hero point system, each time a member of this race gains a level, it gains 2 hero points instead of 1. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds). A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. Doing so exhausts the user’s breeze-kissed ability for 24 hours. Yep. The creature may end the effects of its elemental assault early as a free action. Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). Benefit: Members of this race gain a +2 dodge bonus to Armor Class. Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Special: This trait can be taken twice. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. 0 10 Constitution. Benefit: Pick up to two skills. Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. The form is static and cannot be changed each time it takes this form. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Pick a weak race, that's only 6 points for instance, then you have better ability scores. Slow –1 rp. Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. Press question mark to learn the rest of the keyboard shortcuts. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level): 1/day—ghost sound, pass without trace, ventriloquism. Each time you take an additional spell, adjust the RP cost of this trait appropriately. Type. Most races are Medium or Small, which have no prerequisites, but you can also elect to make your race either Large or Tiny with the following modifications at the listed point cost. What classes does your race tend to favor? Benefit: Members of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. Members of this race have resistance 5 to the corresponding energy type. 1/day—Will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user’s character level): Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool. A race is a collection of people with a shared history and cultural identity. Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Character Sheets Benefit: Members of this race can use one of the following spells (choose one) as a constant spell-like ability (the caster level is equal to the user’s character level): detect magic, detect poison, detect secret doors, detect undead. For instance, the construct type grants members of that race darkvision 60 feet. Subtypes are often important to qualify for other racial abilities and feats. Benefit: Members of this race gain spell resistance equal to 11 + their character level. Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. for an additional 2 RP. Each of these includes much of the flavor of the types they are related to, but grants fewer abilities and immunities. Standard races can only select traits from the standard section of each category, advanced races can select traits from the standard or advanced sections, and monstrous races can select from any section. 15 points is well within standard range. There is literally (that I can think of) no class/build that you can't just replace the race with Drow Noble and have it be straight better. Special: This trait can be taken up to two times. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa. Each time you take an additional spell, adjust the RP cost of this trait appropriately. This is a secondary attack. It gives you a rough estimation of power level. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). If you still are worried about this, remember that 1-10 is standard, 11-20 is advanced, and 20+ is monstrous. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. If you buy a 10 point race, then you get 20 points to buy ability scores. After 24 hours, any negative levels a member of this race has accrued are removed without the need for any additional saving throws. Ability Purchased Score Raw Modifier Racial Bonus Total Score Final Modifier; Strength Ability Score Modifiers Standard (+2 Con, +2 Wis, –2 Cha) 0 RP, Ability Score Modifiers Standard (+2 Dex, –2 Con, +2 Int) 0 RP, Ability Score Modifiers Standard (–2 Str, +2 Con, +2 Cha) 0 RP, Ability Score Modifiers Human heritage 0 RP, Ability Score Modifiers Standard (–2 Str, +2 Dex, +2 Cha) 0 RP. Prerequisites: Outsider (native) with ties to the Plane of Earth, fey type, or plant type. It was a high elf street urchin who eventually became a bard or rogue or something. 1: Races of Nature Unleashed (PF1) Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG) Book of Beasts: Witch Codex (PF 1e) Aegis of Empires 4: Legend of the Burning Star (PF1) Lands of Theia 1-10 is roughly equal to the base classes (elf, orc, dwarf, and the like). There are three power levels: standard, advanced, and monstrous. Benefit: Members of this race have darkvision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. Benefit: Members of this race gain a +2 bonus on Knowledge (planes) checks, and they cast spells with the good or light descriptor at +1 caster level. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). The following racial traits augment the defenses of members of the race. Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. | Dungeon World SRD Benefit: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. Special: This trait can be taken more than once. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the underground regions). Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Benefit: Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. The following is a guide to the myriad of races and race options available within the Pathfinder RPG system.I want to preface this guide by pointing out that my ratings are going to be ALMOST completely based on optimization ability (though once in a while I will rate something a bit higher if it’s super thematic and fun). This is a supernatural ability. Benefit: Members of this race can see in the dark up to 60 feet. Furthermore, traits in each category are organized by type—standard, advanced, and monstrous. +2 Racial to a skill can be stacked with Skill Focus taken separately, which could explain why it costs a similar amount. Prerequisites: Native of the underground. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects. Prerequisites: Some racial traits have prerequisites. Its effects stack. An aberration has the following features: Generating ability scores for most of the races you create with these rules—even advanced and monstrous races—uses the standard methods. Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Level Max Points; Low Fantasy: 10: Standard Fantasy: 15: High Fantasy: 20: Epic Fantasy: 25: Race: Learn More! A construct race has the following features: Two of the creature types—construct and undead—create interesting player options, but are too expensive if you are trying to create a race within the strictures of the standard power level. While the race builder presents many options for creating new races, and it may be tempting to treat each section as a buffet of options to help you ferret out the most optimal choices for your character, it is generally more beneficial for your campaign world to conceptualize your race first. As a side note, I've always been a little amused to see that Human Alternate Trait which demonstrates that Skill Focus is apparently so underpowered as a Feat, it takes 3 of them to match up to a self-selected feat. Special: This racial trait can be taken multiple times. Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. If you are using these rules and you are not the GM, make sure you work closely with your GM to create a race that fills a definite niche and need in her campaign world. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. Prerequisites: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype. Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Ability Score Modifiers Flexible (+2 Dex, +2 Wis) 2 RP, Ability Score Modifiers Paragon (+4 Str, –2 Int, –2 Cha, –2 Wis) 1 RP.